MagicDuel

tael

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,005of 5,000

67 days in the realm since 18 February 2009 · started in The Original Story Mode

Record

  • Fights288 won · 288 lost
  • Active1% of days · 67 of 6,432
  • Adept ofGremlin
  • Player ID135589
Play with tael as your mentor

Join the realm from this page and you start as tael’s adept. MagicDuel is free to play in the browser.

Character

Combat stats tap a row for its sources

  • 30.83 initial = 30.83

    The plain force your creatures strike with when you send them into a ritual.

    Treasure from won fights, where it is the cheapest of the nine to raise. Worn weapons lend it, and some shop and reward items grant it.

    Damage is your attack less the target's defence, and most abilities start their sum from it. Your total is shared out across the creatures in your ritual, so the same attack goes further in a ritual of two than in a ritual of six.

  • 17.22 initial = 17.22

    How much of a blow your creatures shrug off before it touches their vitality.

    Treasure from won fights, at three and a half times the cost of attack. Worn armour lends it, and some shop and reward items grant it.

    It is subtracted from nearly every incoming blow, so a defence above the enemy's attack leaves them doing the minimum of one damage. Like the rest, your total is shared out across the creatures in your ritual.

  • 17.19 initial = 17.19

    The strength behind everything your creatures do that is not a plain blow.

    Treasure from won fights, the second cheapest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    Healing, protecting, stealing life and poisoning all measure themselves against power and ignore attack entirely. Stealing life is capped at 20 percent of a creature, and an aimed hit at 25.

  • 16.62 initial = 16.62

    How early your creatures move when a round opens.

    Treasure from won fights, at five times the cost of attack. Worn gear lends it, and some shop and reward items grant it.

    The whole field acts in order of initiative, highest first, so it decides whether you land a killing blow before the other side answers or after.

  • 18.17 initial = 18.17

    How readily the realm's heat answers to you, in a fight and on the road.

    Treasure from won fights, and one of the dearer of the nine. Worn gear lends it, and some shop and reward items grant it.

    It is added to the heat you get for a fight you start, and a quarter of it is added to the heat of every step on your own land, or on any land while you belong to none.

  • 7.53 initial = 7.53

    The realm's willingness to tilt a moment your way, or against you.

    Treasure from won fights, but only on about one win in eight, so it grows in jumps rather than steadily. Clickables in the lands hand it out, and worn gear lends it.

    On roughly one scene in three, luck finds you Winertia; luck below zero loses it instead. In a fight, luck on either side can double an effect or cancel it outright.

  • 17.15 initial = 17.15

    How readily your vitality comes back to you.

    Treasure from won fights, and by far the dearest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    It swells the vitality your house pays you on every refresh, by up to half again, with half of that reached at 2,000. After a fight, every creature you sent is brought back up to at least its regeneration as a percentage of its maximum vitality. Your regeneration is shared out among them like the other stats.

  • 19.88 initial = 19.88

    Your nose for a price, and how hard you are to overcharge.

    Treasure from won fights, at one of the higher costs of the nine. Worn gear lends it.

    It takes up to 25 percent off a dwelling, a weapon and your house rent. The discount climbs fast at first and then flattens, reaching half its maximum at 750 and never quite the whole 25. It is the one of the nine the fight engine never reads.

  • 20.35 initial = 20.35

    How well you hold together while crossing land that is not yours.

    Treasure from won fights, at one of the higher costs of the nine. Worn helms and shields lend it.

    Stepping into another house's territory costs you vitality, and your energetic immunity cancels that percentage of the loss. At 100 the crossing costs nothing at all.

initialweaponsterritoryalliancemagicillusion

Skills that only grow

  • nothing yet = 0.00

    The weight of your own will, built by going where the realm pushes back.

    Every scene you enter that costs action points. Going in above the viscosity minimum pays more than going in below it. The secured day streak pays as well.

    Your share of a forge wish. There are five bands, from a tenth to a half.

  • 80 initial = 80.00

    How far your character can still be reshaped. It starts at 80 for everyone and is only ever spent.

    Nothing raises it yet. Every card you take by converting permanent stats lowers it by one.

    The price of your next card. At 80 a card costs 10 points; each point of plasticity you lose makes the next card dearer (59, then 69, then 81 ...), and each point above 80 makes it cheaper, down to a floor of one.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Element Principle 33.39 · Time Principle 34.92 · Darkness Principle 41.64 · Principle of Imagination 45.71

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Blade In the Shadows Comments on self

Tael grew up in a land far from here, son to a wealthy noble.
His training was extensive and very broad, being groomed as an assassin
from a very young age. He learnt the colours to wear so as not to be seen,
and how to move with an almost supernatural grace. An uncanny ability to
master his lessons, and go beyond his master's expectations set him apart
from the rest of the class and many of the other students grew wary of his
abilities.

Very soon he was given the opportunity to complete his training and undertake
the final test. As part of the test a mark was to be found inside a large house
with many guards and traps, simulating a real situation. Because of his unnatural
seeming skills and seemingly supernatural abilities at moving silently, one of the
masters decided he would take the place of the mark to be able to see Tael in
action. The trainee wasn't to kill the mark, merely to have his blade ready
for the kill without being seen.

Within 2 minutes of starting the test, Tael was at the master's throat with his
blade poised for the kill, whispering into his ear, "Brave my master..."

Not a sound had been made, the master had seen no movement, neither had the
observers posted around the room, it was as if he had simply appeared.
The master's had no choice but to grant him his amulet of master assassin,
but were wary from then on, as Tael would not share his secrets, or give
away how he was able to move in such silence without a trace.

Upon completing his first few contracts, he set his price high, but those
who requested his services knew he was unstoppable.

Knowing his abilities, Tael only took the hardest marks, wanting to continually
test himself. One such mark, the king's own mage Gerlensa, had been marked
for death by some who wished to usurp the king's throne. His powers were
not widely known, but he was feared by many, as those who had tried before
had mysteriously disappeared.

Tael infiltrated the mage's room with ease, even sensing a magical trap in the
middle of the room in time to avoid it's affects. Reaching the mage's bedside
he silently drew his dagger and was about to slice Gerlensa's neck when his neck
started tingling and he froze in place. He attempted to fade back to the shadows
but found himself unable to move... Gerlensa grinned as he opened his eyes.
Rising from the bed he strode over to where Tael was paralysed.
"You are foolish...
You have magical abilities to move in the shadows and bend time, but I am a
master of arts far beyond your wildest imaginations... I am 400 years old and
have been growing stronger every day, you are but a whelp... Still, you show
promise, and I like to see
youngsters furthering their skills, so I will give you
an opportunity.

I am going to send you far away, but to a place where magic is a little more
common. No longer will your abilities set you far above the average, but you
will meet those whose gifts are equal to your own. You will grow in your power,
learn to use your powers more effectively and maybe even discover new abilities.
Perhaps one day you will learn enough to return, but until that day... seek wisdom
"

Gerlensa started an incantation and Tael began to feel uneasy, all of his hairs
began to prickle and stand on end. A sudden feeling of nausea & dizziness overcame
him and he vomited and blacked out as a strange sensation twisted the world
around him.

He woke in a strange cabin, still cloaked in his dark clothes, poisons in their
vials, daggers in their sheaths, but feeling very strange. He slowed time and
faded into the shadows as had been his ability before, and once satisfied that
his abilities were still working, and of his invisibility, he watched and waited...
Now he travels the land seeking to learn of his new home and about those who
inhabit it.

Hate is for those who know no forgiveness Personal hate list

Hate is a prison for those unable to forgive... They imprison themselves, but affect not those to whom the hate is directed. Bitterness churns the soul and is a burden only upon he who carries the grudge, while the hated lives free.

Creatures 18

  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Elemental IVElemental IVlevel 5 · 2 held
  • JokerJokerlevel 1
  • Water Guardian IIWater Guardian IIlevel 4
  • FledglingFledglinglevel 3
  • Heretic ArcherHeretic Archerlevel 1 · 4 held

The most experienced kinds, of 18 creatures in all.

From the Adventure Log

Page 477 · The Traveler

A very low noise still vibrates in Necrovion, its source is now almost forgotten, vibration seems to come from everywhere now, in every stone and every beeing. Some older folks can't even hear it, so faded it is, and say its just an obsession of the young ones to scare outsiders from entering Necrovion, but if you look carefully at a jar of water you can see the ripples forming.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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